Animation Cleanup: En_L* and some En_M* (#1493)

* cleanup L, some M

* small fix

* typo

* brackets

* more brackets
This commit is contained in:
engineer124
2023-11-15 11:46:54 +11:00
committed by GitHub
parent 3d150f3e1d
commit d9585d7444
15 changed files with 310 additions and 210 deletions
+1 -1
View File
@@ -3526,7 +3526,7 @@ s32 Target_InTargetableScreenRegion(PlayState* play, Actor* actor) {
* - Must not be blocked by a surface (?)
*
* This function also checks for the nearest enemy actor, which allows determining if enemy background music should be
* played. This actor is stored in `targetContext.bgmEnemy` and its distance is stored in `sBgmEnemyDistSq`
* played. This actor is stored in `targetCtx.bgmEnemy` and its distance is stored in `sBgmEnemyDistSq`
*
* This function is expected to be called with almost every actor category in each cycle. On a new cycle its global
* variables must be reset by the caller, otherwise the information of the previous cycle will be retained on this one.
+1 -1
View File
@@ -7484,7 +7484,7 @@ Vec3s Camera_Update(Camera* camera) {
bgCamIndex = Camera_GetBgCamIndex(camera, &bgId, sp90);
if ((bgCamIndex != -1) && (camera->bgId == BGCHECK_SCENE)) {
if (Camera_IsUsingZoraFins(camera) == 0) {
if (!Camera_IsUsingZoraFins(camera)) {
camera->nextCamSceneDataId = bgCamIndex | CAM_DATA_IS_BG;
}
}